I was thinking recently about enemy colour triplets (as you do!

) and thought I might want to try my hand at thinking about them. So I tried to approach their philosophies and then made a charm for each to represent them most clearly basically because charm design seemed quite straightforward.
So this is my take on the enemy "wedges" and why I designed the charms like I did:



are the 3 best colours at mass removal and the overlap here seems to be mainly in destruction. It lacks the instinct of

or the cleverness of

and is left with an ambition to destroy "the other". More than just destruction, it wants to take that which belongs to others because they are clearly wrong and do not deserve anything that they have.
[WBR] Charm 


Instant
Choose one - Destroy each enchantment; or each creature gets -0/-2 until end of turn; or each creature gets +2/+0 until end of turn.



is the triplet I understand the least, I think and it seems to me as though it seeks change for the sake of change. Without

or

, it has no long-term plan or ambition, it just likes evolving and growing and inducing change in others.
[URG] Charm 


Instant
Choose one - Switch target creature's power and toughness until end of turn; or change the targets of target spell; or target creature gets +4/+4 until end of turn.



is one of the triplets I understand best. It is about the cycle of life and death, the natural order (order being the operative word: it almost completely lacks chaos) and the place of each individual in the grand "circle of life".
[BGW] Charm 


Instant
Choose one - Target player sacrifices a creature; or return target creature card in a graveyard to its owner's hand; or regenerate each creature you control.



seems to suggest to me religious fanaticism, the righteous fury of

and

combined with the intellect and education of

. If anywhere, this would be where Angels would go (Lightning Angel, for example). This group is as devout in protecting its people as destroying its enemies.
[RWU] Charm 


Instant
Choose one - [RWU] Charm deals 3 damage to target creature; or prevent the next 3 damage to target creature or player; or counter target noncreature spell.



one was tough as well. I think it's about the subtle but
relentless growth of influence and nature. It bides its time as it slowly accumulates vast resources and uses them to usurp its enemies.
[GUB] Charm 


Instant
Choose one - Search your library for a basic land card and put it into play tapped, then shuffle your library; or return target permanent to its owner's hand; or search your library for a card, shuffle your library, and put that card in your hand.
So what do you guys think? Do you have any thoughts about the philosophies of the enemy colours?